General Info
Crouch height: Low
Jump: 5/33/1
Hop: 5/24/1
Dash: 4/10~∞/4
Backdash: 4/12/3
Wakeup: 20 frames
Recovery roll: 18 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Strengths | Weaknesses |
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Movelist
Short Movelist
Regular Moves
- f + B
- air d + D (Overhead.)
- hcb + K
- rdp + K (Throw.)
- SDM b dp + BD (Counter: any. Throw on trigger.)
- HSDM BCD (Only when counter an aerial move. Do not cost an additional stock. Doing the SDM with BCD instead of BD and holding BCD will work too.)
Unchain Moves
- Unchain Start Move (USM):
- It's a regular special move (ie. you may use it when you are at neutral position or cancelling any move cancellable in a special into it.)
- May be followed with an UCM on startup or on the active frames (even on whiff).
- Unchain Continue Move (UCM):
- Can only be done after an UCM or an USM.
- May be followed with an UCM or an UFM on startup or on the active frames (even on whiff), unless you are airbone.
- Cannot follow with an UCM already used in the same chain.
- Cannot follow with an UCM with the same direction or button (P or K). Example: f + P can only be followed with u + K or d + K.
- Unchain Finish Move (UFM):
- Can only be done after an UCM.
- In short, the chain looks like this:
- USM
- UCM x 1-6
- UFM
- UCM x 1-6
- USM
- hcf + K is an USM and a UFM. Because of that, when using it as an UFM, you are in reality starting a fresh new chain (So you may do something like ... u + K > hcf + K > u + K ...).
Unchain Start Moves (USM)
- qcb + P
- hcf + K (Teleport.) (B: If you follow with an UCM, it will activate only when you reach the opponent, and in this case Angel will do an attack and teleport behind before starting the followup.)
- b f + K
- df + B (Low.)
- df + D (Overhead.)
Unchain Continue Moves (UCM)
- u + P
- u + K
- f + P (Overhead.)
- f + K (Overhead. You are considered airbone during the startup.)
- d + P (Low.)
- d + K (Low. You are considered airbone during the startup.)
Unchain Finish Moves (UFM)
- f f + A
- f f + C (Unblockable.)
- (S)DM b dp + P/AC (Only during beginning of the startup. Same move as UFM (S)DM b dp + P/AC)
- qcf + A (Throw.)
- qcf + C (Throw. 0 frame startup.)
- f f + K (Overhead(2).)
- hcf + K (Same move as USM hcf + K.)
- BCD / b + BCD / f + BCD (Dodge.)
- Any other UFM.
- DM b dp + P
- SDM b dp + AC
Notes
Cancellable moves
- Close: A, B, C, D
- Far: A, B
- Crouch: A, C, D
- Jump (high): A, C, D
- CD is cancellable into specials and DMs.
- f + B (2) is cancellable.
- f + B (1) is cancellable only when you cancel into it.
Super cancellable moves
(none)
Free cancellable into moves
??
Free cancellable out-of moves
??
Moves with Invincibility
??
Moves with autoguard
(none)
Other Notes
- cr.C causes knockdown and enable jungle.
- Air d + D only does 11 frames of hitstun (like a normal jump attack).
Combos
Basic Combos
- cl.D >
- f + B (1) >
- rdp + K, hcb + K [31%]
- df + B >
- d + P >
- DM b dp + P {50%}
- qcf + C [34%]
- f + K >
- qcf + C [37%]
- d + P >
- rdp + K, hcb + K [26%]
- f + B (2) > hcb + K [25%]
- f + B (1) >
- cr.B, cr.A > b f + K > d + P >
- f f + A, hcb + K {30%}
- qcf + C
- DM b dp + P
- cr.C > df + B (whiff) > u + P > hcf + K > f + K > f f + K {25%}
Corner
- qcb + P > u + K > d + P (whiff) > f + K > u + P > f f + C {35%}
- cl.D > f + B (1) > df + B > d + P > f + K > qcf + C {40%}
- cr.B, cr.A > b f + K > d + P > f f + A, qcb + P > u + P > f f + A,
- (qcb + P > f + K > u + P > hcf + D, qcb + P > u + P > f f + A) x N,
- qcb + P > u + P > f f + C {100%}
- (qcb + P > f + K > u + P > hcf + D, qcb + P > u + P > f f + A) x N,
The qcb + P must be cancelled on startup as soon as possible.
- cr.C > df + D (whiff) > f + P > u + K > d + P (whiff) > f + K > u + P > hcf + D, qcb + P > u + P > f f + A,
- (qcb + P > f + K > u + P > hcf + D > u + P > f f + A) x N,
- qcb + P > u + P > f f + C {100%}
- (qcb + P > f + K > u + P > hcf + D > u + P > f f + A) x N,
The qcb + P must be cancelled on startup as soon as possible.
Maxmode
- cl.D > f + B (1) >> BC, cl.D > f + B (1) > df + B > d + P > SDM b dp + AC {75%}
Normal Links
- cl.A, cl.D
Attack Strings
- cl.D > f + B(1) >
- df + B > d + P > f + K > b + BCD >
- f f + A
- qcf + A
- hcf + B > (d + P > f + K) / f + P > hcf + K, repeat any attack string
- hcf + D > f + K > hcf + D, repeat any attack string
- df + B > d + P > f + K > b + BCD >
- qcb + P > (f + P > d + K > u + P) / (f + K > d + P > u + K) > hcf + K, repeat any above attack string
Strategies
- use jump d + D to intercept air attacks as it will beat 99% of all jumpins. It can be done the moment she leaves the ground, as it stays on screen until she lands. This move can also crossup. The only disadvantage to it is that it stuns alot less than other jump attacks, thus it is difficult to combo after it if it hits
- Angel has an infinite that can be started from a variety of different setups. The setups are one of the following:
1. qcb + P (hits opponent) > f + K > u + P > hcf + D (Corner)
2. cr.C > df + D (whiff) > u + P > hcf + D > u + P > hcf + D > u + P > hcf + D (Opponent should end up in the corner)
3. rdp + K (Corner)
4. cr.C > df + D (whiff) > f + P > u + K > d + P (whiff) > f + K > u + P > hcf + D (Corner)
5. Some chain combo ending in f f + A (Corner)
After hitting the opponent with any of the above, the infinite can be started. The infinite can be done as follows:
(qcb + P > f + K > u + P > hcf + D, qcb + P > u + P > f f + A) x N
In setups 1, 2, 4 and in the infinite itself, the hcf + D is used to force Angel to teleport for a split second, reducing her recovery time (as opposed to her waiting for the u + P to finish it's recovery frames). After the hcf + D, you must do qcb + P > f + K > u + P > hcf + K, with the qcb + P being done fast enough such that the animation of the move cannot actually be seen. After hcf + K, you must do qcb + P > u + P > f f + A (with the qcb + P done in the same fashion as before). The infinite and setups can be done without the hcf + D, but this means you will have to cancel the qcb + P even faster. Therefore, while using the hcf + D method requires more work, there is a greater chance of the infinite actually working
- Angel combo reset can be done by doing cr.C > hcf + K teleport to the other side, cl.C, then either cancelling into some chain mixups, or teleporting with hcf + K again such that Angel appears right behind opponent as they land